Real-Time Scene Collaboration

Stop Passing
the Scene File.
Build Together.

Scene Fusion syncs your Unity Editor in real-time so your whole team can work in the same scene simultaneously. No merge conflicts from scene files, no "I'm in the scene, give me five minutes." Free for teams of two.

Nearly a Decade.
Every Pack.

Synty Studios has shipped hundreds of Unity asset packs with remote teams, and built every demo scene with Scene Fusion. Here they are assembling a level live with seven people in the session.

"I don't know why it's not a standard feature in Unity."

Synty Studios Read the case study →

"It has potential to save about a day per week of back and forth and reworks."

"We start out any pack in Scene Fusion to greybox the demo scene, then use it to build out areas, QC the result, and train new team members. Start to finish."

A Session in Three Steps.

No separate server to run, no infrastructure to configure. One team member hosts, everyone else joins.

1

Install the package

Add Scene Fusion via the Unity Package Manager. The panel appears under Window → Scene Fusion. Sign in with your KinematicSoup account, or create one free.

2

Host opens the scene

One team member opens the scene files they want to work on and starts a Session from the Scene Fusion panel. Scene Fusion handles the initial sync to bring remote team members up to date.

3

Team joins and edits live

Remote collaborators join the session from their own Scene Fusion panel. From that point, every change appears in everyone's editor as it happens: moved objects, adjusted properties, new GameObjects.

Built for How
Level Teams Work.

Object Locking

When a team member selects a GameObject, it locks to them. Other users see it as locked and can't modify it simultaneously. Deselect to release. No coordination overhead, no overwritten work.

Terrain Collaboration

Multiple team members can sculpt and paint terrain simultaneously. Scene Fusion syncs terrain height maps and terrain layer assets, so landscape work doesn't have to be serialized.

Live Property Sync

Changes to component properties replicate instantly to every connected editor: positions, rotations, light intensities, material assignments. What you move, everyone sees move.

Auto-Reconnect

Script recompiles and Play mode temporarily disconnect the session. Scene Fusion reconnects automatically when the editor returns to Edit mode. No manual rejoin needed.

Invite by Email

Add collaborators from the console. They receive an email link that joins them directly to your project with no separate sign-up step. Free accounts support up to two collaborators.

Cloud or LAN

The cloud version routes sync through KinematicSoup's servers and requires a free account. LAN editions are available on the Unity Asset Store for teams that need to work offline or without a cloud dependency.

What Syncs.
What Doesn't.

Scene Fusion syncs Unity's built-in component system. Knowing what's covered before your first session saves confusion later.

Synced out of the box

  • Transform, position, rotation, scale
  • Built-in Unity component properties
  • GameObject creation and hierarchy changes
  • Terrain height maps and terrain layers
  • Lighting settings and light properties
  • Material assignments and properties
  • Newly created prefabs
  • Custom MonoBehaviour properties (serialized fields)

Not synced

  • Code and script file changes
  • Modifications to existing prefab assets
  • Asset deletions and renames in the Project window
  • Objects flagged HideInHierarchy or DontSaveInEditor
  • Children of unsynced objects
  • Third-party plugin data that bypasses Unity's serialization (may need extension; see below)

Extensible to Support
Any Pipeline.

Scene Fusion syncs through Unity's standard component serialization. Plugins that store data as ordinary Unity components (the kind visible and editable in the Inspector) sync automatically with no extra work.

For plugins that manage their own data formats, you have two options. Attach the ksIgnore component to any GameObject to tell Scene Fusion to skip it, its components, or its children entirely. This is a quick way to keep a non-syncing plugin from causing issues mid-session. For full sync support, we can build a compatibility extension that teaches Scene Fusion how to handle that plugin's data.

We offer a service to build these extensions. Each one integrates with your existing Scene Fusion installation. Get in touch to discuss scope.

Examples

Standard Unity components Syncs automatically
MonoBehaviours with serialized fields Syncs automatically
Plugin data you don't need synced Attach ksIgnore to exclude the object, its components, or its children
Plugins with custom editors or proprietary formats Full sync support available via a compatibility extension
Ask about your pipeline →

"Scene Fusion has been invaluable for me and my team in our collaborative process, and makes environment reviews more productive. We can iterate quickly allowing us to develop massive environments which are synchronized across the network instantly, allowing us to focus on our title's development, rather than on source control workarounds."

"Scene Fusion is a game changer in the classroom! The importance of having real-time collaboration as we design and develop games and animations cannot be overstated. If you are not using Scene Fusion you should be!"

Start Collaborating
for Free.

Free for teams of two. Install via Unity Package Manager in under a minute. LAN editions available on the Asset Store for offline teams.